Characters will start at level 5 with 6,000 gold and can spend up to 4,000 on any one item. Stats should be rolled as 5d6 and please NO Eberron and I would rather no Psionics but if you can come up with a convincing argument than i might be willing to let it in. Also please take into account the Weight of your player and his gear. I will be reasonable but if your trying to carry around a tent on your back than yeah you asked for it. And please no Evil character's.

Players should be ready to act out any character they create as this will be not just be a kick in the door kill any thing that moves game.[not that their wont be combat or that their is anything wrong with that =) ]. You may use any 3.5 book that you want besides the previously noted ones but i reserve the right to veto anything i think is too much or not compatible with my world.

The game will start in 2 week's time and I will be making my final chose 2 nights before that. I have already locked in one player but we still have all slots open. Front line or supportive, so good luck and get started!

Darkness has come to Faerun. The Evil God Bane has found a way to Sever the Connection linking the Other Gods to the mortal realm. With the help of his long time ally Malar he has harnessed the very abyss it self to fill his army's. Demons and worse now Stalk our land, without fear or thought. The once proud kingdoms of the land have fallen into ruin and chaos.

But now after a decade in witch almost all hope has been lost a Rumor has spread that the secret to undoing all of this can be found in the vaults of water deep. Unfortunately that once proud and shinning keep was one of the first to fall to Bane's hordes. now people race to the base of the city were survivors have set up a temporary camp hoping to find the rumored secret before it's too late......

Burning Spear: No, sorry but i don't have that book and was unable to find it. If you can tell me were you got it I will look into it but as of now i have to say no. And that character was made with the same requirements hat i have listed hear. he just got lucky with the roll.

hey guy's i just realized i left something out above. I fixed it already but No evil characters please. you don't have to be good but I don't want characters that would undermine the group or make people look over their shoulders all the time.

If my post comes across as angry/ aggressive/ offensive/ whatever, it is not intended as such. At worst, it is merely incredulity, conveyed through the inflexible format of an internet forum.Don't flatter yourself thinking anything to the contrary.

If my post comes across as angry/ aggressive/ offensive/ whatever, it is not intended as such. At worst, it is merely incredulity, conveyed through the inflexible format of an internet forum.Don't flatter yourself thinking anything to the contrary.

interesting i ran something like this in 2e, but it was drow and dragons that overthrew the surface. Looking at the apps no one rolled over 25, interesting the massive range of stats. Some people got what you would if you rolled 4d6. So no psionics.... hmmm got to think what i want to play.

When the DM says he takes into account the high stats, i wonder what he expects PCs stats to be? As i said some apps have all of their stats below 20.

Would the DM be willing to use the hexblade fix?

WotC Mearls wrote:

The hexblade suffers a little because he came on the scene relatively early in 3.5's life. As R&D pushes the boundaries of the game, we learn that some things we thought were risky or potentially broken aren't. Other times, we learn things that look fine don't actually work in play.

Armored mages fall into the first category. Them seem really powerful, but in the long run they aren't. Spells and magic items allow an unarmored mage to build great defenses. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed.

"If you want to boost the hexblade, I'd try the following changes:

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

The key to the hexblade is his curse ability, but it's a little un-fun to have it so limited in use. The hexblade also has trouble casting spells and using his melee attacks, so shifting spells to swift actions fits in with the idea of an armored mage."